Hey guys, pretty much like the title says, I've been playing guildwars on and off the last few years, gonna start all over,
deleted all my characters, now I would like to know what you guy think is the best or funnest character there is to play.

If you like a challenge try paragon. I found it surprisingly fun and it is one of my favorites.

The reason it is challenging is that paragon is a team buffer/protter. So while you own damage output is low, you are making your team stronger and deal more damage. I developed my own build, wich is based on the imbagon, but instead of concentrating on having save yourself up all the time, I can have it up for 85% of the time if it is really needed during harder fights. but I can also decide to concentrate more on damage using a combo of blazing finale and go for the eyes (all party members make a critical hit due to go for the eyes and foe is put on fire).

But you might come up with a totally different build. My main point is that paragon is so different then all other professions and so misunderstood, it is fun to play such an uncharted territory

Well, this is obviously dependent on what your style of play is. For example, you mention that you don't prefer melee (or, well, you said you prefer the opposite, but same thing really). The only class which that absolutely blocks out is Warrior, which, while it can fight ranged (maybe an W/R with Marksmanship, Strength, and/or tactics), doesn't really shine when it's not right up in the front. That leaves us with 9 more classes:

Assassin: Can fight both in melee with pretty much any weapon+critical strikes, or can use its Deadly Arts attribute to do damage+debuffs from afar. Quite nice if you want to relatively easily switch from melee to ranged and vice-versa once in a while.

Dervish: Same as Assassin, generally. Slightly more resilient IMO in melee, unless you hit heavy enchant denial/removal. Can support the party as a Orders (necro enchant that adds damage to party members' attacks) or Healer derv, but as far as I remember, there aren't any ranged attack derv builds that work really well.

Elementalist: Quite fun to play at first, but can get rather boring later on, especially if you tend too much towards Fire. Feel free to experiment with Earth, Air, and Water magic. Also, be aware your damage is largely armor-dependent, so in Hard Mode, your damage may be lacking.

Mesmer: Very fun to play, if you know how.. You basically need to know your enemies - what skills they're likely to have, whether they're using attacks or spells (i.e., whether you should use Empathy or Backfire) - and how to use that knowledge to pressure your enemy into doing things like healing you, giving you energy, hurting themselves, etc. Mesmers are the royalty of interrupts, having far more interrupts than any other profession, but are also quite adept at energy denial (removing your enemy's energy and using that for various purposes, from damage to healing yourself). If you were brand new, I'd recommend staying away from this class. However, as you mention that you're not new, maybe try mesmer in PvE.

Monk: Be prepared to heal/prot people if you play a monk. Yes, there are smite monks, and yes, RoJ monks are quite popular. However, as a member of the School of Monkduties, you'll need to switch to heals at some point, especially in PuGs. That being said, my first GWAMM was a monk, and I'll always feel partial to monks. Monks are still used in many places, so go ahead and make one. Just be prepared to be yelled at in Random Arenas.

Necromancer: The necro can perform a huge number of duties. You can serve as a tank for your group by summoning a wall of minions that prevent anything from getting to your backline. You can steal your enemy's health directly via Blood Magic. You can force them into uncomfortable (read: deadly) situations with hexes from the Curses line. Don't make the mistake of thinking a minion master is the only way to go. This class is quite fun if you take the time to play around with builds, and with a high enough soul reaping attribute, you'll almost never run into energy problems. Same with Mez in that you may require a bit of learning before this class really hits its stride.

Paragon: I've never really liked this class. In PuGs, you're pretty much expected to be an Imbagon. Out of pugs, you do mediocre ranged damage, and while yes, you do have party-wide buffs, most of the stuff you do could be done better by another profession. Ranged conditions? Rangers have that covered. Party-wide protection? A prot monk or ele, or a Soul Twisting rit have that covered. Miscellaneous party-wide buffs? Ok, yes, paragons really shine at that, but you can honestly slap most of that stuff on another character as a secondary profession.

Ranger: Don't be mislead by the ranger's having only 70 base armor. The extra 30 armor vs. elemental damage, especially in HM, can make you one of the most versatile characters around - and that's before your numerous dodging stances! My first main character - and third GWAMM - was a ranger. They're incredibly versatile, able to switch from melee, to ranged, to spirits, traps... the list goes on. They can't do most casting jobs really well, as their energy regeneration is only 3/4 that of caster professions. As with the Necromancer, don't be afraid to play around with different elites and other skills. Don't just be a Barrage ranger.

Ritualist: Very fun. Again, don't get caught thinking Spirit Spammer is the only way to go. It's fun, but there are other options too, and like the necro's Minion Master, it can get kinda boring if that's all you do.

My personal choices: Mesmer (if you have time to learn it!), Necro (if you're willing to spend some time messing around with build ideas), Monk (if you like running around after people, desperately trying to heal them), and Ranger (if you like incredible versatility and very high resilience).

I'd side with many other players in saying that the Ritualist is the most powerful and most versatile profession though. It really can do anything and everything, in an efficient and effective way too.

Necromancer is a close contender for that powerful title though, and Ranger a close contender for the versatile title.

Well, this is obviously dependent on what your style of play is. For example, you mention that you don't prefer melee (or, well, you said you prefer the opposite, but same thing really). The only class which that absolutely blocks out is Warrior, which, while it can fight ranged (maybe an W/R with Marksmanship, Strength, and/or tactics), doesn't really shine when it's not right up in the front. That leaves us with 9 more classes:

Assassin: Can fight both in melee with pretty much any weapon+critical strikes, or can use its Deadly Arts attribute to do damage+debuffs from afar. Quite nice if you want to relatively easily switch from melee to ranged and vice-versa once in a while.

Dervish: Same as Assassin, generally. Slightly more resilient IMO in melee, unless you hit heavy enchant denial/removal. Can support the party as a Orders (necro enchant that adds damage to party members' attacks) or Healer derv, but as far as I remember, there aren't any ranged attack derv builds that work really well.

Elementalist: Quite fun to play at first, but can get rather boring later on, especially if you tend too much towards Fire. Feel free to experiment with Earth, Air, and Water magic. Also, be aware your damage is largely armor-dependent, so in Hard Mode, your damage may be lacking.

Mesmer: Very fun to play, if you know how.. You basically need to know your enemies - what skills they're likely to have, whether they're using attacks or spells (i.e., whether you should use Empathy or Backfire) - and how to use that knowledge to pressure your enemy into doing things like healing you, giving you energy, hurting themselves, etc. Mesmers are the royalty of interrupts, having far more interrupts than any other profession, but are also quite adept at energy denial (removing your enemy's energy and using that for various purposes, from damage to healing yourself). If you were brand new, I'd recommend staying away from this class. However, as you mention that you're not new, maybe try mesmer in PvE.

Monk: Be prepared to heal/prot people if you play a monk. Yes, there are smite monks, and yes, RoJ monks are quite popular. However, as a member of the School of Monkduties, you'll need to switch to heals at some point, especially in PuGs. That being said, my first GWAMM was a monk, and I'll always feel partial to monks. Monks are still used in many places, so go ahead and make one. Just be prepared to be yelled at in Random Arenas.

Necromancer: The necro can perform a huge number of duties. You can serve as a tank for your group by summoning a wall of minions that prevent anything from getting to your backline. You can steal your enemy's health directly via Blood Magic. You can force them into uncomfortable (read: deadly) situations with hexes from the Curses line. Don't make the mistake of thinking a minion master is the only way to go. This class is quite fun if you take the time to play around with builds, and with a high enough soul reaping attribute, you'll almost never run into energy problems. Same with Mez in that you may require a bit of learning before this class really hits its stride.

Paragon: I've never really liked this class. In PuGs, you're pretty much expected to be an Imbagon. Out of pugs, you do mediocre ranged damage, and while yes, you do have party-wide buffs, most of the stuff you do could be done better by another profession. Ranged conditions? Rangers have that covered. Party-wide protection? A prot monk or ele, or a Soul Twisting rit have that covered. Miscellaneous party-wide buffs? Ok, yes, paragons really shine at that, but you can honestly slap most of that stuff on another character as a secondary profession.

Ranger: Don't be mislead by the ranger's having only 70 base armor. The extra 30 armor vs. elemental damage, especially in HM, can make you one of the most versatile characters around - and that's before your numerous dodging stances! My first main character - and third GWAMM - was a ranger. They're incredibly versatile, able to switch from melee, to ranged, to spirits, traps... the list goes on. They can't do most casting jobs really well, as their energy regeneration is only 3/4 that of caster professions. As with the Necromancer, don't be afraid to play around with different elites and other skills. Don't just be a Barrage ranger.

Ritualist: Very fun. Again, don't get caught thinking Spirit Spammer is the only way to go. It's fun, but there are other options too, and like the necro's Minion Master, it can get kinda boring if that's all you do.

My personal choices: Mesmer (if you have time to learn it!), Necro (if you're willing to spend some time messing around with build ideas), Monk (if you like running around after people, desperately trying to heal them), and Ranger (if you like incredible versatility and very high resilience).

Right now, for PvE, necros and mesmers are the cat's pajamas. My main is a ranger. While it's true they're versatile, in this case you're generally grouping with 7 other people/heroes, as a result, you don't need to be versatile, you need to be good at something, for which the ranger actually isn't. It doesn't help that having a pet is a huge detriment.

Dervishes are also pretty well rounded, and you get an extra pip of energy regen and some regen abilities that help if you wish to go as a caster or something while you're doing it, over a ranger who gets expertise (limited use outside of ranger skills, basically touch necros and a mediocre rit summoner is about it).

Rits are very useful and powerful, but I personally find it to be boring.

Monks have some interesting builds and solo options.

You'll see a lot of hate on necros and mesmers because they're becoming legion. There's a reason for that though, they're extremely strong in PvE. Since it's unlikely that Anet is going to come back and balance rangers and elementalists(again), It's fair to say that you're stuck with whatever they are.